Core Gamekit includes PoolBoss, and that's all I want to use from it for a project. I don't want to fill up and slow down my project with useless clutter. However, removing all of the non-PoolBoss scripts (going off of the package contents viewer for regular PoolBoss) leads to compile errors, and it looks like the version of PoolBoss in Core Gamekit is tightly integrated with its other components.
Is it possible to just use PoolBoss as a standalone thing while chucking the rest? If not, could I get a download for the regular version? Perhaps you could provide a package for just the standalone version in Core Gamekit itself?
So as long as you don't turn on "Use Global Waves" on the LevelWaveSettings game object, and don't configure any World Variables (you can delete the starter ones), Custom Events or Prefab Pools, then there will be no impact from the other features.
Yes Pool Boss is used by all the other components except for World Variables, but it's not required to use any of those other components, meaning very little to no overhead.
We actually have upgrade pricing from Pool Boss to Core GameKit, so if you prefer to use the standalone Pool Boss, yes we could probably send you a voucher for Pool Boss. But as I stated above, it's not necessary. If you would like one, please email us at email@example.com with your Asset Store Invoice PDF file asking for the Pool Boss voucher.
I don't think it's necessary to provide a standalone Pool Boss in CGK. As there's definitely *something* that would benefit everyone there. Triggered Spawners for instance.
Right, not saying that there's any performance in terms of frame rates. It's just a very large project so anything that adds clutter and/or increases compile times (I do know about creating additional assemblies) I like to avoid. I'll shoot you a message!